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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Refactoring Vulkan initialization and the main loop

Starting from Chapter 3, Getting Started with OpenGL and Vulkan, we introduced an ad hoc rendering loop for each demo application, which resulted in significant code duplication. Let's revisit this topic and learn how to create multiple rendering passes for Vulkan without too much boilerplate code.

Getting ready

Before completing this recipe, make sure to revisit the Putting it all together into a Vulkan application recipe of Chapter 3, Getting Started with OpenGL and Vulkan, as well as all the related recipes.

How to do it...

The goal of this recipe is to improve the rendering framework to avoid code repetition in renderers, as well as to simplify our rendering setup. In the next recipe, as a useful side effect, we will use a system capable of setting up and composing multiple rendering passes without too much hustle.

The main function for all our upcoming demos should consist of just three lines:

int main...
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